Pokemas LabMake team building a little easier.

UNDERSTAND THE MODEL

How team damage searches work—and how to compare fairly

Updated October 21, 2026

A pair can have a powerful single hit yet rank lower in a 180-second team comparison. That is not necessarily a contradiction. SciPocket distinguishes one-hit calculations from evaluating three pairs acting over time. This guide explains how to interpret results and keep comparisons consistent.

This describes the model published in Pokemas Lab. It is not a complete game specification or a guarantee of an in-game score. For screen-by-screen instructions, see the current five-step walkthrough.

1. A single hit and a team’s cumulative damage answer different questions

The single-hit calculator asks what happens when a particular move is used under specified conditions. The team search also compares setup moves, countdown progression, support actions and limited-use moves across three pairs. Having a strong move is different from being able to use it effectively within the evaluation period.

For example, a field must be established before an attack that relies on it. An S-move with use limits or unlock conditions cannot simply be repeated without limit. Adding isolated multipliers would miss these ordering constraints.

2. What does the search choose and compare?

StageWhat is evaluated
Set conditionsChoose the battle, opponents, move type, training, roster and fixed pairs.
Build candidatesCompare attacking pairs and support for fields, countdown acceleration and stat boosts.
Evaluate grids and actionsEvaluate eligible grid candidates and track state at each attack.
Accumulate within the periodSum supported attacks through the chosen sync count or time limit.

The search limits candidates and sequences; it does not exhaustively test every pair, panel and action order. A wider search still does not guarantee a global optimum. Fixing one or two pairs can make the remaining choices more relevant to your roster.

3. A damage index is not automatically HP damage or a game score

A damage index is a comparison value based on modeled move power, offensive stats and modifiers. It does not capture every opponent’s actual defenses, remaining HP or real input timing. A large index alone does not establish an in-game score.

The current Damage Challenge mode also uses damage estimates assuming Defense 83, Sp. Def. 83 and drop mitigation 5. Do not mix these with general damage indices as if they were identical. Check the evaluation mode and assumptions; unknown opponent conditions remain a limitation.

4. Six conditions to align before comparing

  1. Evaluation period: through six sync moves, or through 180/270 seconds?
  2. Opponents: one or three, with the same weakness, rules and passives?
  3. Objective: the central opponent or the total across opponents?
  4. Training: move levels, EX/Superawakening and grid energy limit?
  5. Timing model: cycle length and field expiry?
  6. Result version: model updates and settings retained in shared links?

An invented illustration—not a game calculation: team A scores index 100 over 180 seconds while team B scores 130 over 270 seconds. That does not show B is better under equal conditions. Recalculate both over 180 seconds or both over 270 seconds first.

5. Damage Challenge and Gym settings differ

Damage Challenge uses 180 seconds, restricts damaging moves to the selected weakness and aligns eligible sync pair types to it. Gym tickets set 90 seconds/buff 0, 180 seconds/buff 2, or 270 seconds/buff 5 for one, two or three tickets. Selecting a Gym weakness does not restrict eligible sync pair types.

Check Gym cheer, special rules and opponent passives separately. Normal-type conditions and damage immunities also affect results. Do not assume an older article’s settings match the current event.

6. Text input helps set conditions; review its interpretation

For example, enter “damage challenge water physical” in Describe your conditions and use Parse and review conditions. Check the battle, weakness and selected pairs on screen. Unsupported or ambiguous expressions need your review and correction.

Text input is not an AI guarantee of a winning team. It is an entry point into existing search settings. Review the final setup before searching; personal information is not needed.

7. Inspect grids and actions, not just the rank

Review interval/cumulative scores, sync users, field duration and limited move uses. Since setup attacks and the first sync move count, a team that delays a strong hit may fare worse over a short deadline. Gauge waiting, incoming damage and survival are not fully simulated.

Open an article’s trio, change move levels and use Recalculate this trio to start from that team. Run a new search to compare your other pairs. A shared link does not automatically replace pairs you do not own.

Try it from here

Open the team search ↗

For controls, see the five-step walkthrough and single-hit calculator guide. For choosing tools, see our getting-started guide.